macskull

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  1. Pretty sure all-Corruptor teams have taken it down to under 20 minutes on the US servers.
  2. Been bugging this since it popped up in closed beta, nothing as of yet.
  3. Psi/EM. Boost Range > everything.
  4. macskull

    Rad/EM Blaster

    Quote:
    Originally Posted by Roman_ View Post
    I'm pretty sure the temp phase does not cost any endurance to run. I use it after my T9 crash with 0 endurance for a few seconds and I stay phased.
    There's a click version that doesn't, but the Hyper Phase power (toggle) does.
  5. Aid Self/PFF isn't something I'd do in zone PvP, but it works very well in arena especially if you take Power Boost (Aid Self is one of the only things PB really works well on in a DR-on environment for a Blaster).
  6. Quote:
    Originally Posted by BackAlleyBrawler View Post
    As this thread wasn't in the PvP section of the forums, I just assumed it was referring to PvE values.
    I figured as much.

    As long as I (maybe still) have your attention though, are there plans to further revisit the PvP damage balancing that happened in I13? The idea to balance damage around activation wasn't a bad idea but some really weird things happened to certain powersets - Blaze is rather inferior to Flares and Fire Blast, and Bitter Ice Blast is just terrible compared to Ice Bolt and Ice Blast, not to mention AoEs kinda got hosed in the damage department.
  7. Quote:
    Originally Posted by BackAlleyBrawler View Post
    FYI, there is no damage formula that balanced damage based on animation times other than for "claws" powersets. The formulas balance recharge times based on damage, everything else is pure happenstance.
    And everything in PvP >.>
  8. Quote:
    Originally Posted by Tokyo View Post
    Is Plant/Enrgy the most effective combination? Probably not. However I farm +3, +4 NPCs at full team cap with relative ease. And it's a lot of fun.
    Well, Plant/anything can farm decently given enough recharge to keep SoC and Carrion Creepers perma.
  9. Quote:
    Originally Posted by FourSpeed View Post
    Thanks Mac,

    I'll take a look at those in Mid's and see what I can come up with... Just wanted
    to make sure I wasn't missing out on a new set that might work well...

    @Not_Epsilon

    I have some Sharkiness in the planned build for the NB/Nin guy, (though
    I'm mildly curious about Dark instead - partly on the theory that they might
    nerf the shark (and my Widow really liked Gloom), but he's only L40, and
    even with those (down the road), they're not usable in SC at all.


    Regards,
    4
    It's a tradeoff between offense and defense really. Dark Blast will do about the same damage over time as Spirit Shark (less damage per attack but a shorter recharge and faster activation, which means you can use it more often), but in the burst department Spirit Shark's better. Soul gives you access to Shadow Meld which is an incredibly useful power that sort of acts like a mini-MoG (90 second base recharge, 20 second duration, something like 30-35% defense to all when enhanced) which can help you get out of a tough situation if Phase or Placate isn't ready.
  10. Quote:
    Originally Posted by PumBumbler View Post
    Ugh. Don't get me started on that. Powerset proliferation has been the hidden genericization of CoX.
    Personally I don't mind powerset proliferation, or at least the idea of it. When I was mentioning normalization I was pointing out specific scenarios (pet recharge, for example, which despite its intentions has not had a positive effect on any of my characters and has resulted in several hundred million inf wasted buying purples on my MM). In theory, powerset proliferation is nice because it opens powersets to different ATs so you can play the same powerset again but it feels different because of the nuances of each individual AT. Defenders, Corruptors, and Blasters all have access to Sonic Attacks but due to the way those ATs combine powersets, damage modifiers, and inherents, the way the character plays is different even if they're using the same powers. My only qualm with powerset proliferation is messing with powersets when they're being proliferated - Psi Blast got hosed badly when it was proliferated to Blasters and Rad Blast, while not quite so bad a port, got "normalized" as well.

    Quote:
    Originally Posted by StratoNexus View Post
    While I would have personally preferred a different approach to handling NB and X-Ray, I would say that your adjectives to describe blaster Rad Blast do not match my experience playing blaster Rad Blast. Just because they altered the set to make it more appropriate for blasters does not in any way make the game more generic.
    I'd have been happy with changing the recharges to 3 and 6 seconds (well, I'd much rather have had them left alone in the port but ah well, I expected something was going to change). The consequence of the port to Blasters is the set looks the same and they're the same powers, but it doesn't feel the same. You're playing Rad, but it doesn't feel like the Rad you've played before on Defenders and Corruptors - I had lots of fun with my Rad/EM during closed beta before they adjusted the recharge times, couldn't stand to play it afterward, and seeing a few higher-level Rad Blasters in action on the live servers has only cemented my decision to stick with Fire/EM instead of making a Rad/EM.

    In a more on-topic note, I maintain that bringing back base raids and the CoP trial (and by association Items of Power) will qualm the issues players are having about mez protection. Get a sufficiently powerful SG base and enough SG members together and run the CoP trial until you get the Monument of Iron IoP, stick it in your base, and as long as you're in SG mode you've got mag 3 status protection (hold, immob, sleep, and stun) for all your SG members.
  11. macskull

    Rad/EM Blaster

    Quote:
    Originally Posted by PowerFlame View Post
    would a temp phase power work as an exit from hyb?
    Yes but the temp phase takes a while longer to activate than the pool phase does (3 seconds versus 0.5 seconds, and the temp phase costs over twice as much endurance to run). You can queue it up when you drop out of Hibernate and hope you don't get killed in the 3 seconds it takes to activate, and if you do manage to get into phase just remember that the 30-second phase period begins counting down as soon as you go into Hibernate, so if you spent 25 seconds in Hibernate you'd spend 3 more seconds activating the temp phase, which means you'd only stay phased for two seconds afterward.

    Quote:
    Originally Posted by PowerFlame View Post
    hey mac on your set up for rad/em i was curious to why you needed the reticle IO for perception? is tac not enough? we already know that a stalk with correct stealth slotting cannot be seen out of hide. jsut tac was working fine for me today for stealthy corrs.
    More perception is a good thing, helpful for seeing VEATs (Tactics alone won't be enough to see them at their stealth cap, I believe) and it's that much less external buffs have to cover for when you're trying to hit your perception cap - for example, something with Targeting Drone or Focused Accuracy can hit the cap with FA/TD, Tactics, and the IO.
  12. Here's another build, just to give you an example of where you could take it (and how much KB protection to shoot for):

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Hold%(11), Apoc-Dam%(11)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(34), Nictus-Acc/Heal(36), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Nictus-Acc/EndRdx/Rchg(36), SipInsght-Acc/EndRdx/Rchg(37)
    Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5)
    Level 4: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(37), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-Rchg/EndRdx(40)
    Level 6: Tar Patch -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-Rchg(17), AdjTgt-ToHit/EndRdx(17), Rec'dRet-Pcptn(34)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15), QckFt-EndRdx/RunSpd(15)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(23), Range-I(33), Range-I(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Shadow Fall -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(43), TtmC'tng-ResDam/EndRdx/Rchg(43), S'fstPrt-ResKB(46), Krma-ResKB(46)
    Level 24: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(25), Abys-Acc/EndRdx(25), Abys-Dam%(27), Abys-Acc/Fear/Rchg(27), RechRdx-I(33)
    Level 26: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(46)
    Level 28: Petrifying Gaze -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(29), GladNet-Rchg/Hold(29), GladNet-EndRdx/Rchg/Hold(31), GladNet-Acc/EndRdx/Rchg/Hold(33)
    Level 30: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31), SprngFt-EndRdx/Jump(31)
    Level 32: Acrobatics -- EndRdx-I(A)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(40)
    Level 41: Dark Servant -- Cloud-%Dam(A), Cloud-Acc/ToHitDeb(42), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-Acc/EndRdx/Rchg(50)
    Level 44: Shark Skin -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResKB(45)
    Level 47: Spirit Shark Jaws -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), G'Wdw-Dam%(50)
    Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



    Code:
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  13. macskull

    Rad/EM Blaster

    Quote:
    Originally Posted by Aerandirel View Post
    Quick question that I think applies here becuz rad/em, or blasters in general seem to be going mostly for cold mastery ancillary. Does Snow Storm have an accuracy check, or is it auto, show I bother puttin an accuracy/end enhanc in there or just go with end redux as the acc will be useless?
    It's autohit.
  14. Thanks, hopefully we can find a solution soon.
  15. macskull

    RV zone change

    Quote:
    Originally Posted by The_Alt_oholic View Post
    PvP in any game that is fun to PvP in has relatively balanced character types. In those situations, skills as well as luck play a part.

    The ATs in CoH were created with an intentional imbalance. There really is no way to correct that.
    The game was created and then later on down the road, the DEVs added PvP because players requested it. So it was never thought about during the initial development of the game.
    Characters with Mezs don't like not being able hold the enemy and get beat down by them any more than Tanks/Brutes don't like getting held by Mezers and slowly crushed to death. Mezs were nerfed and the ATs that were already resistant to Mez's didn't have their Defs or Resistance nerfed. That's just one type of example.

    The best attempt that I have seen from the DEVs for PvP was the Gladiator system, but that is inherently imbalanced as all players don't have the pick of all the gladiators to make their teams from. They can only used the ones that they have earned. Of course, some have earned more than others, and it should be obvious to those that have played gladiator battles which enemies are the most powerful.

    I think it would take much more time than it is worth to balance out the AT's enough to make PvP fun for all players - and many would be upset that they couldn't use any enhancements at all in PvP (you'd really need to implement a no enhancement rule to have any chance of making it balanced). Of course, changing the AT's that much means that you would need to redo PvE as well if you are going to have PvE enemies in a PvP zone - so then you are looking at is making a completely different game from scratch.

    When you have players that are way more powerful than other players that then mock the opponent that they have easily defeated, it is easy to see why players don't enjoy being "schooled" by someone that thinks that they are L337 in a PvP zone.

    PvP will be fun in CoH when it plays like X-Men vs. Streetfighter ... in 3-D - I'm not seeing this happen any time soon.
    Simplest way to fix all the problems with PvP is to go back to the old system and then add the good aspects of I13 into the system instead of trying to hack more stuff into the hacked-on system we've got now. It's simple, really, but it would require the admittance of a mistake on the parts of the developers, which with a change this big is extremely unlikely to happen. Unfortunately even if things did change back I don't see many of the old guard PvPers coming back.

    AT balance in PvP was achieved by the rock/paper/scissors aspect many PvP games have - if a particular player was giving you trouble you brought along the counter to that. Unfortunately it took some small level of cognitive function to determine what these counters were, so rather than have to *gasp* actually think, players whined and PvP was changed to cater to them. The current system essentially reworks the rock/paper/scissors system in an effort to balance the ATs with each other on even terms, but fails pretty simply by virtue of the fact that not all ATs were designed with that in mind - trying to shoehorn functionality into a system that wasn't built for it often ends in problems and that's exactly what happened with I13.

    If players go into a PvP zone and get mad because they keep losing, they have two options: they can either find out what their opponent is doing and learn from their own mistakes in order to become a better player, or they can rage, leave the zone, and come whine about how PvP is unfair and unbalanced. Unfortunately people would rather not have to learn how to do something so we're stuck in our current situation.

    Lastly, lol @ alt coming into the PvP section.
  16. macskull

    Sonic/Cold PvP

    Quote:
    Originally Posted by Javelin_NA View Post
    Macskull,
    Thanks a lot for posting your build. I do have some questions about it. Is that a PvE build? I notice you have both shields and the Spirit Shark Jaws and Coralax pet whihc don't seem very necessary in PvP.

    Can you offer any improvements on my build which I am trying to focus on PvP for?

    My build has a lot more Status Protection but yours is definitely a lot more Regen heavy. Should I be concentrating more on Regen than Status Protection?
    Nope, that's a PvP build, but it's focused around team zone support as well as a 1v1 or small-team scenario. Took Spirit Shark Jaws because it does respectable damage in PvP and can bring down fliers, and took the Coralax pet for set bonuses and because there wasn't anything else to take.

    In regards to the most recent build you posted, your slotting is all kinds of weird and I'm not really sure what build goals you're aiming for. In the recharge department anything past 40% or so starts to get DR'd pretty heavily so it's not really worth spending more to get past that. Building for regen doesn't seem terribly important either as you're not a Regen or WP melee build or a /Pain. I doubt you'd be able to stack meaningful regen and should be relying on greens and teammate heals to keep you alive when phase or Hibernate isn't up.

    Just looking at that build - you need more hit points and a lot more knockback protection (shoot for 35-40 points). Infrigidate should be slotted for defense debuff not for slow (or otherwise a mix of the two). Snow Storm will do a decent enough job keeping your target slowed, especially since offensive toggles on an opponent will keep that target under essentially permanent travel suppression. Work a damage proc into Shriek, such as the Apocalypse proc or the Gladiator's Javelin proc. Benumb needs more accuracy slotted. The Kismet should be in a power you'll always be running, such as Stealth (or CJ if you do that). In regards to a patron pool you have several options - leadership + Leviathan, or concealment + Soul (for Power Boosted debuffs), or the old standby of concealment + Mace (for Web Envelope and now Focused Accuracy).
  17. Monster Island is open to characters of any level, and bringing lowbies is a bit easier thanks to the SSK system, but be warned that you won't be as useful as if you bring a lowbie and the XP won't be good at all.

    I've got two accounts so I'll likely be bringing both of them for EoE farming (sorry I couldn't make the earlier one today, but I had class) and I'll stock up my base inspiration bins as I'm able. I think I still have around 25 in storage but the last raid did a number on my supply.
  18. Quote:
    Originally Posted by StratoNexus View Post
    Some immobs (Grav and Ice, off the top of my head) have the slow effect. This is an added benefit of those power sets, which is why adding the effect to all immobs is mildly problematic, it takes away something special from sets which have it as an added feature.
    The devs were already content to remove any special aspects from pets (hello, worthless recharge slow resistance on the zombie MM pets since all pets are unaffected by recharge now), powersets, and even entire ATs (hello, DPA balancing and AT damage normalization in PvP). Carry those out to their logical extreme and you'll end up with a bunch of sets that do the exact same thing but only look different - and unfortunately that's where a lot of stuff seems to be headed.
  19. Quote:
    Originally Posted by Black_Mute View Post
    I think you will still need to fit the medicine pool in with an /Elec. The recharge just isn't fast enough on Energize for PvP. Also, you should get powersink as well in case your rage and hasten crash at a bad time or you go up against a thermal.
    The +regen from Energize should keep you going as long as it's up even if you're not being actively healed, and a good Therm or Pain will keep you up even during that downtime. As for Power Sink - you need to hit two enemies to get any real benefit from it even when it's slotted up, which isn't a real likelihood in a PvP environment. I've seen maybe one or two heroside Therms on Justice so I don't think I'd worry about them too much.
  20. macskull

    Sonic/Cold PvP

    Here's my build, just as a comparison:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    sonic-cold: Level 50 Science Corruptor
    Primary Power Set: Sonic Attacks
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(27), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(46), GJ-Dam%(48)
    Level 1: Infrigidate -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/DefDeb(40), AnWeak-Acc/Rchg(43), AnWeak-DefDeb/EndRdx/Rchg(50)
    Level 2: Scream -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(27), Apoc-Dmg/EndRdx(43)
    Level 4: Ice Shield -- Krma-ResKB(A), S'fstPrt-ResKB(5), LkGmblr-Rchg+(5), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 8: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(40), HO:Centri(43)
    Level 10: Glacial Shield -- Krma-ResKB(A), S'fstPrt-ResKB(11), LkGmblr-Rchg+(11), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
    Level 12: Amplify -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(15), AdjTgt-ToHit/EndRdx(17), Rec'dRet-Pcptn(17)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(34)
    Level 22: Frostwork -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(33)
    Level 24: Arctic Fog -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(25), Aegis-Psi/Status(31)
    Level 26: Combat Jumping -- Ksmt-ToHit+(A)
    Level 28: Benumb -- Acc-I(A), Acc-I(29), RechRdx-I(29), RechRdx-I(31)
    Level 30: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31)
    Level 32: Acrobatics -- EndRdx-I(A)
    Level 35: Sleet -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(36), UndDef-DefDeb/Rchg/EndRdx(36), UndDef-Rchg/EndRdx(36), UndDef-DefDeb/EndRdx(37)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40)
    Level 41: Shark Skin -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx/Rchg(42), S'fstPrt-ResKB(42)
    Level 44: Spirit Shark Jaws -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), NrncSD-Dam%(46), G'Wdw-Dam%(46)
    Level 47: Hibernate -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(48), Numna-EndRdx/Rchg(48)
    Level 49: Summon Coralax -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/Rchg(50), S'bndAl-Acc/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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  21. Quote:
    Originally Posted by The_Alt_oholic View Post
    I'm glad to see that they finally did what they needed to do.
    What, change a bunch of stuff which pissed off the story writers while the farmers just laughed and moved on?
  22. macskull

    Rad/EM Blaster

    Quote:
    Originally Posted by Aerandirel View Post
    whats the relative cap on kb where you wont ever have to worry about it?
    35 points will stop 90% of what you'll come across in zone. Only thing that'll get through that would be Power Push and Force Bolt as far as ranged attacks go, and Power Thrust and Telekinetic Thrust in melee.
  23. I'd do Spines/WP/Mako or Spines/Nin/Mako.
  24. macskull

    /regen stalker

    What primary are you looking at? These days I'd give the nod to Elec, BS, and then maybe EM. As Divine said though you're better off running as a WP instead of a Regen - the extra perception, repel resists (outside of MoG), and good-ish resists will be more useful in a zone environment.
  25. macskull

    Rad/EM Blaster

    Quote:
    Originally Posted by Not_Epsilon View Post
    With the changing of NB, I find rad/em blasters a lot less menacing then i thought they would be.
    ^^ This... I've not been impressed with the ones I've come up against so far. The beauty of Rad Blast from a Corruptor standpoint is the really fast recharge on Neutrino Bolt especially, which allows you to stack -def quite a bit and is awesome once Scourge starts to kick in. At 4 and 8 seconds much of that threat is eliminated, not to mention Blasters don't have Scourge. It's also harder to build and maintain Defiance with longer recharge times on those powers, though I'll admit that Cosmic Burst is still pretty awesome.

    That being said, here's the build for the Rad/EM I had planned out before they changed the set - I think I'm going to go with Fire/EM now, though.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Neutrino Bolt -- HO:Nucle(A), HO:Nucle(3), Apoc-Dam%(3), GJ-Dam%(13), LdyGrey-%Dam(13), ShldBrk-%Dam(15)
    Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(15), KinCrsh-Rchg/KB(17), KinCrsh-Rechg/EndRdx(17), KinCrsh-Dmg/EndRdx/KB(19), KinCrsh-Acc/Dmg/KB(19)
    Level 2: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(36), Achilles-ResDeb%(37)
    Level 4: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(5), AdjTgt-ToHit/EndRdx/Rchg(5), AdjTgt-Rchg(7), AdjTgt-ToHit/EndRdx(7)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 8: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(9), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-Rchg(11), AdjTgt-ToHit/EndRdx(11)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(40), Zephyr-ResKB(42)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(23), Clrty-Stlth(43)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(46)
    Level 18: Cosmic Burst -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Dev'n-Dmg/Rchg(27), Dev'n-Acc/Dmg/Rchg(27), ShldBrk-%Dam(42), LdyGrey-%Dam(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25), SprngFt-EndRdx/Jump(42)
    Level 24: Acrobatics -- EndRdx-I(A)
    Level 26: Assault -- EndRdx-I(A)
    Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31), Rec'dRet-Pcptn(31)
    Level 30: Vengeance -- Krma-ResKB(A), Dct'dW-Rchg(50)
    Level 32: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), Hectmb-Dam%(40)
    Level 41: Snow Storm -- EndRdx-I(A)
    Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), Krma-ResKB(46), S'fstPrt-ResKB(46)
    Level 47: Hoarfrost -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(48), Mrcl-Heal/Rchg(48), H'zdH-Heal/Rchg(48), S'fstPrt-ResKB(50)
    Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance



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